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SDK 0.5.2
SDK 0.5.2
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    • What is coherence?
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  • Authority and communication
    • How authority works
    • Authority transfer
    • Commands
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    • Server-side and input queues
    • Animations
  • Persistence
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    • Example – A global counter
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      • 1. Transforms
      • 2. Physics
      • 3. Persistence
      • 4. Animation and Variables
      • 5. AI Navigation
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      • 7. Network Teams (draft)
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  1. Authority and communication

Animations

Last updated 3 years ago

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coherence doesn't replicate Animator state, but its parameters. Latency can create scenarios where different clients reproduce different animations. Take this into account when working with Animator Controllers that require precise timings.

Unity Animator's parameters are bindable out of the box, with the exception of triggers.

Triggers

using UnityEngine;
using Coherence.Toolkit;
using System.Collections.Generic;

public class JumpController : MonoBehaviour
{
    CoherenceSync coherenceSync;
    Animator animator;

    void Awake()
    {
        coherenceSync = GetComponent<CoherenceSync>();
        animator = GetComponent<Animator>();
    }

    void Update()
    {
        if (!coherenceSync.isSimulated)
        {
            return;
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            MakePlayerJump();
        }
    }

    void MakePlayerJump()
    {
        coherenceSync.SendCommand<JumpController>(nameof(PlayJumpAnimation), MessageTarget.All, coherenceSync);
    }

    // bind to this method via the Bindings window
    public void PlayJumpAnimation(CoherenceSync jumpSync)
    {
        var animator = GetComponent<Animator>();
        animator.SetTrigger("Jump");
    }
}

Now, bind to PlayJumpAnimator.

Triggers can be invoked over the network using . Here's an example where we inform networked clients that we have played a jump animation:

commands
Speed and Pose parameters are available bindings on CoherenceSync